*****NOTE****
This download contains a progs.dat that has been modified from the original to incorporate QdQstats v1.7, reduce the monster count on skill 0 and VISed it to support transparent water. For more details mail sda@planetquake.com or visit http://www.planetquake.com/sda
*****END OF NOTE*****


A Roaming Wildebeest In Spain

Tijuana Jones, who unlike his better known and much younger brother Indiana, had never quite made it in the daring and some say glamorous world of exploration. Nevertheless, he continued to live a full and active life and was not at all daunted by the latest test of ingenuity and courage that had fallen before him. He had been left, by way of an inheritance, a gnu farm in southern Spain and was now out to prove that there was at least one thing that he could do better than Indie.

Tijuana had not received the best of press recently - his reputation always seemed to precede him - and he was keen to 'disappear' for a while. The unfortunate incident with the priceless crystal orb of Thevesius was not all his fault; he was only holding it up to the sun to see the pretty rainbow colours shining through it when it fell from his hand. Granted, it then rolled out of the open door of the helicopter he was piloting with his other hand and fell some 1200 feet to the ocean below. But at least he knew which ocean: it was the Indian Ocean. Or maybe the Gulf, or he may even have been over the Red Sea at the time. He had never quite got the hang of charts and compasses and flight plans, so finding the orb may prove to be something very rewarding that Indie could do for him; a sort of brotherly favour, which Indie was always good at. Meanwhile, the Getty Foundation, who had funded the two year expedition in its entirety, were clearly not amused by the whole episode and were demanding the appearance of their priceless orb or Tijuanas head. And by now, even Tijuana had realised that his head was probably going to be the easier of the two objects for him to produce.

But back at the farm and far away from all of that serious stuff, Tijuana was finding that gnus were not nearly as friendly as the old Jersey cow that he used to milk as a kid. Indie had told him,"TeeYoo, you're gnu have problems", and Indie was right, as always. The first time that Tijuana tried pulling on the teats of the gnu he had tethered to the baby's pram, it took off to the hills like the proverbial rat up a drainpipe. This rat-and-drainpipe thing was something Tijuana had heard about but never seen: was it really true that rats ran up drainpipes just like gnus heading for the hills after having their teats squeezed, he wondered. Strange, either way.

But a gnu's a gnu (you know this, as Flanders and Swann often sung about them) and although he thought that a gnu in the hand was worth two in the bush, or in this case, the high sierras, he also thought that as a loving father, he would at least need to show willing and go and look for the baby and the pram as it was a gift from Indie: it was the pram that was the gift, not the baby!

And so, at first light, just as it struck him that perhaps he should not have tried milking the gnu in the dark in the first place, Tijuana Jones set out to find gnu, baby and pram. He had not gone far (a puncture in the front tyre of his pushbike was something that he could have done without), when he heard what he felt sure was the sound of a distressed gnu. And it was coming from this hole. A hole in the ground, big and sort of round it was. So not stopping for a moment to think of his own safety, he jumped down into the darkness.

It was a real pity that he didn't stop to think. Had he done so, he may have thought to tie a strong rope to a sturdy tree to enable him to get out of the hole he was now well and truly in. It was never like this with Indie...



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He who fights and runs away, lives to fight another day

Patience is a virtue, whilst running in with all guns blazing is gonna get you dead real quick

I asked him why it had to be that way, he said, "Well, just because"

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A New Old Map in Old School Quake 1SP Style

====================================

Title                  : A Roaming Wildebeest In Spain
Filename               : fmb100.map
Author                 : Mike Woodham and Tronyn

Description:

Based on Tronyn's scrapped Roman Wilderness of Pain  maps, this level represents another sort of Metagyptian environment. It abounds with typical Quake monster fights and should give an experienced Quaker about 25 minutes of good quality fraggin'.

The base maps are at least three years old at the time of writing (October 2004) and I doubt that they were intended to be linked into one large map. For this reason there is a degree of mis-match in the architecture style when seen as a single map, but don't let that put you off.

I removed all lights in the individual maps and re-lit, changed 95% of the textures and only changed brushwork to make joining the individual sections easier. What I did not realise until I was well into the project was that the resulting map has probably one of the longest lines-of-sight in Quake mapping - in the order of 5120 units without a vis-blocker in sight.		



Main Credit to:

Dustin Geeraert (Tronyn) for once again allowing me to mess with his excellent maps without question or interference: http://www.planetquake.com/tronyn/h_quake.htm

Bengt Jardrup (aguirRe) for help with technical issues when trying to compile with terrain, and for his compiling utilities: http://user.tninet.se/~xir870k/

Andre Denner (Preach) for the progs.dat that allows easy monster spawning: http://www.btinternet.com/~chapterhonour/

Ryan Gregg (Nemesis) for his excellent Terrain Generator: 
http://countermap.counter-strike.net/Nemesis			 

Yahn Bernier for BSPEditor, long in the tooth but alright by me

ID Software for Quake.  
	


================================================================

********************
* Level Information *  
********************

Single Player           : yes

Cooperative 2-4 Player  : no

Deathmatch 2-16 Player  : no

Difficulty Settings     : no
 
New Sounds              : no
New Graphics            : no
New Music               : no
Demos Replaced          : no

****************
* Construction *         
****************

Base                    : Roman Wilderness of Pain maps i, ii, viii, ix

Editor(s) used          : BSPEditor

Texture Set             : Quake101, Hexen2, and some others whose origins I just don't know

Build time              : Ages

Brushes                 : 5000+

Monsters                : 100

Secrets			:   7

qbsp                    : 4 mins

Light                   : 3mins

vis                     : 14 hours

Known Bugs              : None known (after weeks of tweaking!)

Engines Tested          : FitzQuake, DarkPlaces
                        : doubt that it will run in original Quake


Installation & play:

install into your Quake folder. Bat file is included if you want to use it.
Progs.dat is required otherwise the monster placement will not make sense


	
History: It's A Long Story, So I'll Keep It Short!

This map came about for two reasons. One, I enjoy playing with maps. Two, I had for some 9 months been trying to get large scale terrain maps to work in Quake.

I felt that terrain maps were a good next-step for QuakeSP design. There had been some attempts in the past but not on a large scale. I started playing with a Terrain Generator and built larger and larger maps. Eventually I decided to build a massive (4096 x 4096) map and incorporate Tronyn's scraps: I called the project Caves and Canyons, which hopefully gives you an idea of what it may have become.

I started running into problems with terrain almost from day one - my first efforts were hand built and hopelessly misaligned. Once I started using the generator, the maps looked great in the editor but compiling them was a different matter. In short, the problems fell into three categories:-

1. clip_node count rocketed and had to be kept under control with clip_brushes. The highest count I remember for a partial map was 89,000

2. during compile, many random clipbrushes were generated so you would just hit invisible walls during play.

3. the map would suffer from numerous leaks through solid brushes and would not Vis.

I managed to get a decent Speedmap created (SM79: fmb79) and I thought it played quite well. So I continued trying to make a larger map but could not get rid of the issues. 

Many e-mails went back and forth to aguirRe who did manage to get a 32,000 brush map to run in one of his 'development' engines, but the fact is that it seems that Quake can't handle large scale terrain based maps.

So what you have here is four of Tronyn's maps, some of my smaller terrains (built by Nemesis' terrain generator) strung together in a last-ditch attempt to get something out of 9 months work. It is about one-third the size of the original plan.

I like it. I enjoyed doing it. I lost weight, friends and the will to live many times during the last several months and I wont be doing another terrain based map.

Is this the longest ReadMe file attached to a Quake map?





